Fallout 4

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Cirosan and shadwar

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Cirosan

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2825 comments

  1. Cirosan
    Cirosan
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    For those experiencing string problems, try removing the .DLstrings and .ILstrings files that FDI adds. If you have those files added by another mod, keep them, but if they're from FDI, try deleting them.
  2. Cirosan
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    Hiya folks, looks like things have been going awry with FDI since the latest update. Sorry about that, and sorry for being away for so long. I got hit by a car in November so that's really limited what I could do. But I'm up to being on the computer now, so I'll see what I can do. Pretty fortuitous timing, actually, checking in on the mod as it's having problems.

    So, here's the deal: Give me a little while to get situated and comfortable with editing FDI again. It's a tad overwhelming to come back after so long and see such a huge mod with all these languages and everything. I understand there's problems with Nuka World, Survival mode, and the High Res Patch, so I've got some targets to look at. In the meantime, give me a little while, and then I'll be back to fix things. I can't really give you an exact date, but I promise you won't be waiting anything outrageous like six months or anything.

    Okay? Okay! See you guys soon!
  3. Cirosan
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    Full Dialogue Interface has been updated to Beta12, which extends support for the 1.7 patch to all languages. Furthermore, all alternate string files and the manual install package have also been updated.

    Shamelessly copying from the changelog:
    * Updated all languages to support the new 1.7 patch.
    * Updated the installer to install support for the Vault-Tec Workshop DLC.
    * Extended support for the Lite version to the Vault-Tec Workshop DLC. English only.
    * Fixed a few remaining typos in the English strings.

    Finally, because the recent patch changed the location of the main string files from Data\Strings to the Interface BA2, I'm considering converting Full Dialogue Interface into a BSA+ESP combo, with the new files packed away in a BA2 archive and a dummy plugin to determine their load order. This has the advantage of no longer messing with the Strings folder, which can cause problems if NMM hiccups or if instructions are followed incorrectly. However, this would also mean that achievements would be disabled for those using FDI because of the addition of a plugin. Yes, I know there's a mod that re-enables them, but that might be a concern for some users. The shift would also require rewriting all of the documentation, which means I'd need volunteers from every language again. Finally, it would mean lots of load order troubleshooting would take the place of Strings folder troubleshooting. The current rule of thumb on the Xbox version (which uses a BSA+ESP format) is to load FDI's plugin last, but load order strategies never survive contact with the enemy, so that could prove to be a new avenue of trouble.

    If you have an opinion on whether or not FDI should make the change to a BSA+ESP format, leave a comment.

    Have fun!
    - Ciro
    1. BlandSauce
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      I would vote for the ba2 method.
    2. TheMagician16
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      I would love to have the option to have both. Maybe BA2 + ESP as main download, and Loose files for advanced users of some sort?
    3. NooBzPoWaH
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      I'd say like TheMagician16, IF that's not too much trouble keeping up updating both of these methods.
      That would be great, it's always nice to have an option (whenever possible) without an ESP (due to the 255 limitation, some of us might be reaching).
    4. I2edShift
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      I see the need to convert this into a BSA+ESP when it's already working as-is.

      With the mod in loose file format it will either work 100% of the time... Or it won't work at all. Load order conflicts will always be something people have to be mindful of regardless, but in loose file format it's an all-or-nothing approach. On top of that, I see no reason to have this mod (that's again already working as-is) eat another space in the load order when it doesn't really need to. The Fallout modding community has a terrible habbit of needing a bazillion compatibility patches to get many small mods to work together. It seems like Fallout 4 will unfortunately follow suit, but time will tell.

      My .02c.
    5. Merovign
      Merovign
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      I'd like to see an ESP version, as currently I'm unable to get this running without a CTD from the main menu via *any* method, NMM or manual. And I detest the Wheel of Unfortunate Dialogue. (Yes I tried All The Methods and the BA2 version).
    6. Drowsy
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      I hope you add a ba2+esp version, if i use this mod currently i get those lookup errors.
    7. Greg200
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      Did you ever find a fix for the LOOKUP error on exit? I have the same problem and still haven't seen a fix or patch to FDI to prevent that problem.
      Thanks
    8. Nakagami
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      having a way to modify the load order would be REALLY helpful, considering i have mods that MUST be loaded after this one in order to retain the VA (nick valentine romance mod rip me)
    9. SGTDRE
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      Glad to see you doing good and your feeling much better, Believe Me, I know what you have been through all to well, it's not fun being made to imitate superman. I know I'm a bit late, I used your mod on XB1 but I want to get FO4 running on PC and found your mod just recently, In my honest opinion, you might be better off going with the B2A+esp. if not only for ease of install for many, but If you can also make manual option available, well that is if you have not done so already.

      But I did have A question, other than the main Beta12 install, there two updated files, I take it that they both need or must be installed, yeah this maybe a Duh "Q" but I'm sure where you are in process of making corrections and simply whether or not you are doing the B2A+esp rout or not.

      Thank you again for making this, I really like it, Kudos.
    10. MuteButtonHero
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      +1 for BA2 + esp

      For those with a lot of mods, a lot of the little ones contain nothing but game settings. You can collect those and put them all into an esp of your own (bonus: you can tweak those settings to exactly match your preference while doing so), OR if you can't edit an esp you can use this method.

      Here are some useful settings I have found or borrowed
      Spoiler:  
      Show

      ;speed up scope animation
      setgs fScopeEnteringFadeOutSec 0.062500
      ;longer powerlines
      setgs fWorkshopWireMaxLength 55000
      ;increased carry weight x3K (screw inventory management)
      setgs fAVDCarryWeightBase 1000
      setgs fAVDCarryWeightMult 100
      ;faster terminal display
      setgs iTerminalDisplayRate 6000
      ;JetPack vars
      setgs fJetpackThrustInitial 250
      setgs fJetpackThrustSustained 100
      setgs fJetpackTimeToSustained 4.00
      setgs fJetpackDrainSustained 1
      setgs fJetpackDrainInital 2
      ; Reduce Enemy Taunting
      setgs fCombatDialogueTauntMinElapsedTime 100
      setgs fCombatDialogueTauntMaxElapsedTime 300
      ;
      ; STFU settings
      ; DefaultSTFU
      ;setgs fAIInDialogueModewithPlayerTimer
      ;30300
      setgs fAISocialchanceForConversation 50
      ;1003
      setgs fAISocialRadiusToTriggerConversationInterior 500
      ;1500150
      ;setgs fAISocialTimerForConversationsMax
      ;90900
      ;setgs fAISocialTimerForConversationsMin
      ;45300
      setgs fAISocialchanceForConversationInterior 50
      ;1001
      ;setgs fCombatDetectionDialogueIdleMaxElapsedTime
      ;252400
      ;setgs fCombatDetectionDialogueIdleMinElapsedTime
      ;101200
      ;setgs fCombatDialogueAttackMaxElapsedTime
      ;52400
      ;setgs fCombatDialogueAttackMinElapsedTime
      ;52400
      setgs fCommentOnPlayerActionsTimer 200
      ;201200
      setgs iAISocialDistanceToTriggerEvent 100
      ;2001
      ;setgs fAIInDialogueModeWithPlayerDistance
      ;250150
      ;setgs fAIGreetingTimer
      ;15240
      setgs fCombatDialogueTauntMinElapsedTime
      ;15300
      ;setgs fCombatDialogueTauntMaxElapsedTime
      ;301200
      setgs fAISocialRadiusToTriggerConversation 500
      ;1500150
      setgs fCommentOnPlayerKnockingThings 100
      ;40300
      ;fAIMinGreetingDistance
      ;17510
      ;fCombatDialogueTauntMaxRetryTime
      ?30
      ;fCombatDialogueAllyKilledMaxElapsedTime
      ?2400
      ;fCombatDialogueAllyKilledMinElapsedTime
      ?1200
      ;fCombatDialogueAvoidThreatMaxElapsedTime
      ?2400
      ;fCombatDialogueAvoidThreatMinElapsedTime
      ?1200
      ;fCombatDialogueBleedOutMaxElapsedTime
      ?1800
      ;fCombatDialogueBleedOutMinElapsedTime
      ?600
      ;fCombatDialogueFleeMaxElapsedTime
      ?2400
      ;fCombatDialogueFleeMinElapsedTime
      ?1200
      ;fCombatDialogueStandardMaxElapsedTime
      ?2400
      ;fCombatDialogueStandardMinElapsedTime
      ?1200
      ;fCombatDetectionDialogueMaxElapsedTime
      ?2400
      ;fCombatDetectionDialogueMinElapsedTime
      ?1200
      ;fCombatDetectionDialogueGlobalElapsedTime
      ?1200
      ;fCombatDetectionDialogueLostAttackMinElapsedTime
      ?600
      ;fFollowWalkMaxPlayerinDialogueDistance
      ?100
      ;fFollowWalkMinPlayerinDialogueDistance
      ?30
      ;fAISpectatorCommentTimer
      ?1200
      ;fDetectionCommentTimer
      ?300
      ;fCombatGroupMemberKilledCommentDistance
      ?200
      ;fAIIdleChatterDistance
      ?10

      ; Rain of Brass settings
      fGunShellLifetime: 300
      ;5600 (600 seconds = 10 minutes)
      fGunShellCameraDistance: 25000
      ;51251200
      iDebrisMaxCount: 1500
      ;251500 (Max number of visible shells)
    11. Soulbringer1
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      @ Cirosan :

      So we should remove 10 out of 15 string files that your mod added??
      Why not just remove them and repost? i don't understand.
    12. JPDodt
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      any chance to ad gamepad compatibility and the lite version to portuguese?
    13. tewmsie
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      Says gamepad is supported, but it's not working for me. :o
    14. Spektra13
      Spektra13
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      Hello and I Have a question about the Nuka World and Far Harbor fixs must those still bee used?, I really like the mod and use it on XBone, but I'm slowly moving to PC As soon as I can that is. I have read though the description page here and there is nothing that states what should be done. 

      I thank you for the mod and all your effort.
  4. Cirosan
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    At the request of several users, I've disabled bug reports for FDI, at least for the time being. As I've explained, 95% of reports were NMM issues (not mod issues) or were otherwise so vague as to be useless (lacking any steps to reproduce a bug, etc.). Add to that that I simply don't have the time to comb through all the reports that get sent in and I've decided it's for the best.

    From here on out: IF YOU HAVE A PROBLEM WITH THE MOD, THE VERY FIRST THING YOU SHOULD DO IS READ THE "TROUBLESHOOTING" SECTION IN THE DESCRIPTION. 99% of problems can be solved by following the instructions there. If that still doesn't help you, post in the comments and other users may be able to help you out - and, after a certain length of time, I'll be able to chime in as well if the issue persists.

    I apologize for any inconvenience this may cause.
  5. Cirosan
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    Regarding translations:
    Currently, the documentation for the Chinese and Spanish versions are Google Translated. If you are a native speaker of those languages and you would like to help, the text that still needs to be translated can be found here:

    http://pastebin.com/QCd1vCnu

    To the best of my knowledge, the ten languages currently supported by FDI are all the languages Fallout 4 was officially released in. However, I could definitely be wrong - so if you know of any languages FO4 supports that aren't being supported by FDI, let me know. I'm always willing to add more translations.

    Further, if you can provide the .strings files for your language(s), that would greatly help. Translating the documentation into your language would also help immensely (the pastebin link above has the text that needs to be translated).

    To go into more detail about how to send me your language's .strings files:
    1. Go to your Fallout 4 directory (usually found in C:\Program Files (x86)\Steam\steamapps\common\Fallout 4 )
    2. Go into the Data folder.
    3. Go into the Strings folder.
    4. Inside, you should see three files, all named "Fallout4_[your language]" - there's a .strings file, a .ILstrings file, and a .DLstrings file. Copy these three files into a separate place on your computer.
    5. Use an online hosting service (such as Mega, Mediafire, Dropbox, and so on) to upload the files. Then, send me the link to download those files. Preferably send the link in a PM.

    Thank you all for your continued aid in helping FDI support as many users as possible.
    1. B3AK2453
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      Hey I translated the readme into German. What should I do with the file, should I give you a link on Dropbox? I wrote them into a message. Check your mailbox.
      Thanks for your efforts.
    2. Murdoc26
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      I translated the Readme in Italian, sent you the details in a message.
      Keep up the great work with the mod.
    3. LucasKaneqd
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      I can translate the readme into Spanish. Should I download the pastebin as txt and just translate?

      Can't seem to find the strings folder (maybe because I play in English?)
  6. Cirosan
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    Unfortunately, I've received reports that NMM is still not handling installation/uninstallation properly in certain cases. Please note that this is a bug with NMM and not with the mod itself. NMM and Full Dialogue Interface are separate entities - I manage FDI, but I'm not on the NMM staff and I can't do anything about NMM issues myself.

    However, I have added a Troubleshooting section to the mod's description, which covers a few common problems users have with NMM and how to solve them. If you're experiencing problems, try referring to the Troubleshooting section. That being said, there are reports that running NMM as an admin is a possible fix, so do try that first.

    To any users still having issues with the NMM installer, please follow the link provided by DuskDweller below and post a detailed description of your problem there so that the NMM development team is aware of the problem.

    Here's what DuskDweller, Nexus staff, wished for me to communicate to users having issues installing Full Dialogue Interface with NMM:
    "I think this is a generic issue with the NMM setup and their systems, I advise you to tell anyone having issues with NMM to open a report in the proper section instead of bothering you:"
    http://forums.nexusmods.com/index.php?/tracker/project-3-mod-manager-open-beta/

    Finally, if you keep your mods and your game install on separate drives, there is a possible solution, courtesy PhoeniixFiire:
    "I realized that there was a change to NMM that requires you to enable multi-hdd mode if the mods are to be stored on a different drive than the one the game is on. This was not the case a while back when I was playing skyrim so I never thought to check for something like this. Anyway, for those of you have CTDs right after installation, this may be the issue if your setup is similar to mine. I wish NMM would throw up an error message or something instead of just failing to install the mods (and deleting the files to be replaced).

    Manual installation negates this issue, but you can also solve it by 1) setting it up with multi-hdd enabled so NMM creates symlinks from the mod location to the game installation, or 2) setting it up so the mods are stored on the same hard drive as the game. It took a bit of fiddling but I got it working and the mod now installs fine, so it was a settings/NMM issue, not actually this mod at all."
    1. DanScallion
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      Had the same, until started to run NMM in administrator mode. Now it does install/uninstall correctly.
    2. morphalus
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      Thanks you ! i tried several things and running NMM as admin user fixed it !
    3. coolguy654
      coolguy654
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      My Problem is that the game would CTD on startup if NMM deactivated it (I.E. Profile switching). The Problem is that I have everything on one hard-drive and I've always ran NMM as an admin, so the usual suspects aren't in play.

      I think I found a quick and dirty solution though. First, I had the mod disabled, then manually installed the "Uninstall Strings." This made NMM Overwrite the Backup strings with this mod on activation and replace the backup strings on deactivation.
    4. 804R
      804R
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      I had a lot of issues, but I eventually did everything (except the Alternate BA2s) including running NMM as admin and now it finally works! Using the 1.3 beta version of the game. Thanks a lot!
    5. OverClocked56
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      It is working with Mod Organizer 2.
    6. kilome
      kilome
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      Thanks, I didn't think of running NMM as an admin...
      I tried everything else, and Fallout kept crashing at startup, until I reinstalled in admin mode.
    7. vinx909
      vinx909
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      I get a CLD only when i use the automatron update. i use MO2, tried running as admin. is there anything else i might try?`

      Edit: OK, i managed to fix it. i launched as admin and merged the original file and the DLC update. i don't know if this will always work, but it did for me.
    8. unseelie
      unseelie
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      So how do we enable multi-hdd mode?
    9. Gohrna
      Gohrna
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      Mine just wont activate after I set it up
    10. ivanbqnov
      ivanbqnov
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      More than often NMM does not remove all the files from a mod... so prepare to deal with leftovers... )B

      I had the same problem, reinstalled the previous version, and I'm going to stick to it...
    11. ss4donnie
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      @Indrug dude you just solved my problem. I've been looking everywhere to find out why nmm wasn't installing mods fully. Lol i had to learn how to manually install now its back to normal. Thanks bro.
    12. Xemeten
      Xemeten
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      same here, just wont activate somebody please help?
    13. tehdeviant
      tehdeviant
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      Mine just wont activate after I set it up. Tried the Admin fix too, didn't work :/
    14. Zektor
      Zektor
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      I deleted the file I downloaded and downloaded another one. Same version and everything, but now it installed fine, so worth a try for others.
    15. f33tz
      f33tz
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      Just wanted to chime in my solution to my random CTDs at startup (with MO2) since installing the files manually didn't resolve it for me, neither did merging the DLCs/running as admin.

      I created a dummy ESP with all of the files loaded into a BA2 and it works! No more crashes at startup.
    16. JDaremo
      JDaremo
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      It's funny, I have 3 profiles on the go and all have this mod working just fine
  7. 4425schutzstaffel
    4425schutzstaffel
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    The package of 120 mods is installed, this is part of it, the game is totally in Italian, that is until I install this mod (unfortunately there is no way to avoid downloading and installing it) even if I configure it correctly, it conflicts and makes the game starts in Italian and starts inEnglish, audio, texts and computers, is there a radical way to eradicate this mod other than from Vortex? or if someone knows the location of all the files that manage the languages, so as to make a backup and restore everything in Italian once the mod has been deleted? Thanks for the reply.......
  8. phamvantien
    phamvantien
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    not work anymore guy
    1. soupthecaver
      soupthecaver
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      ik this comment is almost 2 weeks old but it works just fine for me, maybe load order or installing it wrong. i mean it is an 8 year old mod lol
  9. mathewc94
    mathewc94
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    Hello, recently I installed the mod using the vortex mod manager, Im using the polish version of Fallout 4. I chose the type of dialogue bar I want to use and I pasted the lines in the fallout4custom ini as requested from mod creater. The dialogue bars are working as intended, I can see all the options but unfortunatly some dialogue options are in polish and some in english, its a weird mix. Perhaps there is a fix for that? Thanks 
  10. wolfgangsta755
    wolfgangsta755
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    For anyone else trying to troubleshoot a similar issue, for me this mod caused objects to read in the pipboy as "LOOKUP FAILED!" I switched over to "Extended dialog interface" and its been fine since. Thanks to the creator for all their work but something broke this mod along the way for some people. 
  11. noobsaibot2255
    noobsaibot2255
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    for some reason it always looks like this, any idea?
    1. Vafe1ka
      Vafe1ka
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      I have the same thing, I don't know what to do with it
    2. awqs11
      awqs11
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      Same issue
  12. thegreatcat5
    thegreatcat5
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    I have a problem with the text it is too dark.
    "the image of the text"
  13. LoneSilverWolf
    LoneSilverWolf
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    "you must still edit the .ini files listed in the readme" even when installing with mod manager.

    yet doesn't include the readme in the mod manager download.

    GG. Now I have to download it twice, once manually to view the freaking readme. 
    1. KhajiitWithoutWares
      KhajiitWithoutWares
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      You dont need the readme since the info is in the description of the mod page

      After the installer is finished, do the following two steps and then you're done:

      1. Go to ...\Documents\My Games\Fallout 4\ (typically found in C:\Users\<YourName>\My Documents\My Games\Fallout 4 )
      2. Open your Fallout4Custom.ini file, and add the following lines:

      [Archive]
      bInvalidateOlderFiles=1
      sResourceDataDirsFinal=
  14. bp42s
    bp42s
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    For anyone looking at this in 2023, I'd recommend using XDI instead as it's implemented better than FDI.

    https://www.nexusmods.com/fallout4/mods/27216
    1. Primaris82
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      thank you
    2. streetyson
      streetyson
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      This simply isn't true. FDI is easily installed manually and requires no 3rd-party mods or patches in order to function - i.e., XDI requires F4SE (which not every platform can use) and it requires mods to specifically fully implement XDI keys in order for XDI to function better than FDI (i.e. provide the one benefit of XDI over FDI, namely more than 4 dialogue options). Otherwise both XDI and FDI are the same (both should at least display game & mod shorter dialogues if no XDI/FDI compatibility is included). The only exception is FDI is easier to install and can cope with some fonts that don't support XDI (for example, modofonto) - the only problem is FDI was primarilly designed to be installed manually and many gamers today sadly never learn the basics of modding.

      Btw, this mod is from 2016, but for a more up-to-date version of FDI (dated 2021), go to the moddingham site here.
    3. bp42s
      bp42s
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      This is nexusmods, not bethesdanet. Everyone here is on PC and is likely using F4SE. There’s no reason to actually use FDI, especially when XDI has wolfmark’s fix that makes it auto support every mod.
    4. streetyson
      streetyson
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      1) My point was you are wrong to say XDI is better implemented - and you haven't answered all my reasons because you are incorrect.
      2) Even if what you say about wolfmark's fix is true, all that does is bring it up to FDI's standard.
      3) And as to your demand that "Everyone here is on PC and should be using F4SE", well I'm sorry but this isn't a dictatorship. I've been computer gaming since the early 1980s. I don't (as of yet) use F4SE simply because I've had no need for it. And btw F4SE has it's own glitches (like the mattress bug it claims is a vanilla game "bug" - except it doesn't show in the vanilla game, only F4SE, because F4SE doesn't properly navigate all the game's quirks & limitations but seeks to go beyond them and then blame the game if something goes wrong).
    5. bp42s
      bp42s
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      Please drop the condescending tone. Here’s your explanation. I’ve already done the research, and I know what I’m talking about.

      XDI is better implemented because it allows modders to set it to only be active for certain scenes via a new keyword added to the alias keywords section on each scene, which is sometimes necessary to avoid weird vanilla dialogue lines appearing. I’m currently working on a dialogue expansion that has 500+ new player lines so far, with custom NPC responses. There’s a reason I chose to use XDI for it and not FDI.

      XDI also allows for modders to easily add EXTRA player dialogue options as well. Some of my expanded vanilla scenes have 6-7 options, if you meet all the criteria for perk checks, special checks, or faction check. This is such a massive advantage for modders, and allows us to implement things that were previously impossible, such as my dialogue expansion.

      XDI is superior to FDI because it actually works for both the user and the modder. It’s a pretty face with a framework for modders to add and modify dialogue rather than just being a pretty face for the mod user, like FDI.

      Wolfmark’s fix isn’t essential, it still works without it. It just removes patching for the users and allows different formatting. XDI works fine without it.

      I don’t care if you decide to not use F4SE in 2023. That’s not advice that anyone else should follow, as most high quality modern mods require F4SE for stuff like RobCo Patcher. The idea of F4SE being harmful is dangerous dogma, and can shy new users away from proper modding techniques.

      Thank you.
    6. bp42s
      bp42s
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      Have I made myself clear?
    7. ninjabells
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      Thanks, bp42s. This is why I look at posts.
    8. bp42s
      bp42s
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      Of course.
    9. Kain994
      Kain994
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      @bp42s Are you aware how to change npc dialogue colour and how to change speech checks back to vanilia colours?. Xdi white is difficult to read.
    10. HakarcatYT
      HakarcatYT
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      and he never responded again
    11. CastaRune
      CastaRune
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      bump to keep on top.   Great reason to use XDI
    12. Deathpoolss
      Deathpoolss
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      @bp42s 
      I am aware that XDI is superior although i am currently making a mod that I plan will use some kind of overhauled dialogue system.

      I am sad that XDI and F4SE aren't supported on Xbox specifically because my friends use Xbox...They don't play this game but they like rpg's so i think they'd enjoy the mod I'm making...I'm currently trying to Figure out how to implement dialogue that is intuitive and uses speech checks. Am i basically going to be screwed?

      What kind of route can i make for this? Should i just make the mod without anything in mind, And FDI can just be added on as a cosmetic thing later and then make a PC version that uses XDI? How limiting is this FDI Mod anyways?

      I haven't written a single line of dialogue yet and want to make speech checks for factions and perks IE- "A slave asks to have his collar disarmed but you need explosive expert 4 to Disarm the bomb" Can i use perks in speech? 
      Thanks
    13. bp42s
      bp42s
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      Yeah, just set conditions on the dialogue options. Like Player HasPerk WhateverPerk == 1. You’re going to be very limited on flexibility and ease of use without XDI though.
    14. honorguard99
      honorguard99
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      is FDI safe to uninstall & XDI Safe to install mid playthrough?
    15. bp42s
      bp42s
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      It's likely fine.
    16. honorguard99
      honorguard99
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      Thank you for the fast response (to be honest I was going "I don't know why I am checking now, it's only been two hours, It will most likely be days.") 

      Also to clarify
      any patches needed with silence is golden or is there something better/ is it built in?
      I saw a mention of a Wolfmark's patch in the discussion above ;  how important would you say it is to get  and where do I get it (didn't see it on the nexus)?
    17. bp42s
      bp42s
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      Silent Protagonist F4SE is good, and wolfmark’s fix is on nexus
    18. honorguard99
      honorguard99
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      looked around & I don't see it on nexus (the wolfmark's fix ; I may just be blind as a bat in terms of seeing it through) I saw something that said it requires it but not the file on nexus itself
    19. bp42s
      bp42s
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      https://www.nexusmods.com/fallout4/mods/73868?tab=description
    20. honorguard99
      honorguard99
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      well by looks I need to head off nexus for this one
  15. Fouvale
    Fouvale
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    I cannot find the Readme.txt Files. Where can I find those files, please?
    Can anybody help?
    1. LoneSilverWolf
      LoneSilverWolf
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      It's not in the mod manager version, because the mod author in their infinite wisdom, didn't add it. You have to manually d/l and unzip it to access the readmes. Brilliant. 
  16. aumelen
    aumelen
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    Unlike many posts I've seen, this thing worked out the gate with MO2. However, I was not able to get the versions that hide the sarcasm no matter what I tried it wouldn't hide the line. I've come to the belief that nothing really can be done and this is just too outdated. I know there's another dialog mod, but it also does not hide the sarcasm line. It is the only line I want to be surprised on. So, leaving this part vanilla it is.

    I just couldn't give up. I ran into a program called xtranslate although used to translate and also has the ability to convert short dialog to long and which this mod and at least another used. After scratching my head and randomly pressing things since there not much of documentation on it, I was able to keep the full dialog and only display [sarcasm] only for those lines.